# Wondering how something would work. 

**URL:** <https://forums.unrealengine.com/t/wondering-how-something-would-work/2841740>\
**Category:** Blueprint\
**Tags:** unreal-engine, Blueprint, question\
**Created:** [October 16, 2026, 5:18pm UTC](https://forums.unrealengine.com/t/wondering-how-something-would-work/2841740 "2026-10-16T17:18:13Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![L00nyspirit](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@L00nyspirit](https://forums.unrealengine.com/u/L00nyspirit)\
**Post date:** [October 16, 2026, 5:18pm UTC](https://forums.unrealengine.com/t/wondering-how-something-would-work/2841740/1 "2026-10-16T17:18:14Z")

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i found a video on a cool concept for a game where the player faces enemies but can only hit weak points, i was wondering how someone could make the axe tracking in unreal

Video for refrence

[![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/d/0/9/d0970e61062f962ea55cdc7ba4a54af41fa2d5e8.jpeg "Making a Game About Weak Points") ](https://www.youtube.com/watch?v=-HFs-ZwfDos)

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**Author:** ![ChenDong](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ChenDong](https://forums.unrealengine.com/u/ChenDong)\
**Post date:** [October 22, 2026, 10:44am UTC](https://forums.unrealengine.com/t/wondering-how-something-would-work/2841740/2 "2026-10-22T10:44:27Z")

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Hit-only-on-weak-points is usually done with a per-hit trace and a hit component or physical material check, not with the axe tracking anything fancy. A simple setup:

1. Give the enemy a few extra collision shapes (Sphere/Box components, or Physics Asset bodies on the skeletal mesh) for the weak points. Name them or give them a Physical Material (e.g. PM\_WeakPoint) and on the trace node tick “Return Physical Material” (under the node’s advanced arrow) so the hit result carries it.
2. For the axe, add a small Box or Capsule collision at the blade. Enable it only during the swing window using an Anim Notify State (AnimNotifyState\_Timed or your own) so it is not hitting while idle.
3. Better for fast swings: during that notify state, on Tick do a Sphere Trace By Channel (or Multi) from the blade’s previous socket location to its current one (store last location in a variable). This avoids missing hits when the axe moves quickly between frames.
4. On the hit result, use Hit Component / Hit Bone Name (or Phys Mat from the Hit Result) and Branch: if it is the weak point → Apply Damage (full or multiplied), otherwise do nothing or a deflect effect.
5. Add a “has already hit this swing” Array of actors/components so one swing damages once.

If you can describe whether the enemy is a skeletal mesh or a set of static parts, it’s easy to say which of those collision options fits better.
